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韩国教育信息协会

韩国娱乐教育产业的现状及发展. 2004. 12. 24. 韩国教育信息协会. 目录. Ⅰ . 韩国教育内容产业之现状 Ⅱ . 娱乐教育服务的开发及商业模式 Ⅲ . 娱乐教育产业的前景. Ⅰ. 韩国教育内容产业之现状. Ⅰ. 韩国教育内容产业之现状. 韩国教育产业概要. 教育内容产业 的市场规模随着 IT 产业的快速增长,从 1997 年开始每年平均 以 48% 的增长速度高速、持续的增长。. Ⅰ. 韩国教育内容产业之现状. 教育内容产业 的市场规模. 教育内容产业 的市场规模. ( 单位 :10 亿韩币 ).

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韩国教育信息协会

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  1. 韩国娱乐教育产业的现状及发展 2004. 12. 24. 韩国教育信息协会

  2. 目录 Ⅰ. 韩国教育内容产业之现状 Ⅱ. 娱乐教育服务的开发及商业模式 Ⅲ.娱乐教育产业的前景

  3. Ⅰ. 韩国教育内容产业之现状

  4. Ⅰ. 韩国教育内容产业之现状 韩国教育产业概要

  5. 教育内容产业的市场规模随着IT产业的快速增长,从1997年开始每年平均教育内容产业的市场规模随着IT产业的快速增长,从1997年开始每年平均 以48%的增长速度高速、持续的增长。 Ⅰ. 韩国教育内容产业之现状 教育内容产业的市场规模 教育内容产业的市场规模 (单位:10亿韩币) [资料: 韩国游戏产业开发院(2002)]

  6. Ⅰ. 韩国教育内容产业之现状 市场现状及特点

  7. Ⅰ. 韩国教育内容产业之现状 政府方面的政策支援 1. e-Learning强化教育政策 A) Expansion of education by ICT (Information & Communication Training) -Application of more than 20% for teaching and guidance of students -Exemplary applications through models of cyber learning -Digitalized textbooks (development of electronic textbook) -Provision of various contents in accordance with level of each learner B) Management of standards and quality of educational contents -Method and guidance of developments and production of contents (SCORM, LMS, etc.) -Establishment of various standards related to the sharing system (KEM meta-data) -Quality control and information reinforcement to supply better contents -Evaluation of tele-education institutions (cyber university, tele-education institution) C) Construction of online life-long learning environments -Reduction of private education expenditure, narrowing gaps in learning among people of different regions and classes, easing of classified structure among universities, equal opportunities of education for the underprivileged and developments of human resources.

  8. Ⅰ. 韩国教育内容产业之现状 2. 政府主导的e-Learning 强化主要制度 劳动部 • “Internet communications training program”(’99) based on • 『The laborer training promotion law』 • Approval of e-learning universities based on • 『The life-long education law』(‘01) • Appointment of the ‘e-Learning support center’ (’03) • Operation of National Education Information System(NEIS) • ‘Broadcasting and Internet lecture by EBS of programs for • college entrance (’04) 教育部 行政自治部 『Management Rules of cyber education for civil servants (’01)』 信息通信部 『The development of online digital contents industry law』 产业支援部 『The development of e-Learning industry law(’04)』

  9. 2. 运作Portal和电子杂志 -Total service for provision of learning materials -Flexible operation of the site reflecting teachers’ demands 5. 运作教育软件 -Distribution of quality educational S/W developed by the private sector -Publicizing of quality educational S/W developed by teachers 6. 支持运作校园网站 -Training for helping buil homepages - Support for their applications with educational DB 4. 教师远程教育 -Offering incentives for completion of the course 1. 构筑多媒体Library及DB -Loading of clubs and module materials useful for teachers 3. 运作互联网教育电视台 -Teachers’ training mainly through club activities -Publicizing of educational policies Ⅰ. 韩国教育内容产业之现状 3. 教师培养方案

  10. Ⅰ. 韩国教育内容产业之现状 4. 专业人才培养 通过灵活的e-Learning 开发优秀教育人才 通过e-Learning 补充和革新公立教育 为了构成e-Clustering 培养核心人才 通过e-Learning 开发职业技能 通过构筑e-Community 社会团结 • Integration of distribution • e-Learning businesses • Practical use in public • education • Construction of e-Learning • cluster • Strengthening of • competitiveness of higher • education • Specification of e-Learning • training Center • Providing of customizing • e-Learning Solution • Improvement of accessibility • of the underprivileged • Construction of regional • e-communities 构建e-Learning政策 推进Network 构成e-Learning 制度基础 传播e-Learning 精神 • Construction of inter-ministrycooperation system • Construction of intra-ministry • cooperation system • Establishment of an e-Learningbasic law • Construction of an informationsharing system • Application of e-Learning • and its techniques • Closing gaps among cultures • Globalization of eLearning

  11. 强化娱乐教育内容的创作基础并支援流通渠道的现代化强化娱乐教育内容的创作基础并支援流通渠道的现代化 • 文化产业的特殊化培育,活跃向海外发展 Ⅰ. 韩国教育内容产业之现状 5. 振兴教育产业 领 域 振兴方向 • Presentation of support programs for the game industry by KGDI • Support and promotion of educational contents 游戏 • Planning of sales targets in the domestic market • Generation of profits from the character business • Promotion through connection with the animation industry 动画片 • Support for investment in infra including a publishing complex • Investigation of statistics and a case study of foreign counterparts by Korean • Publisher Association 文化出版 • Study of programs and policies by Korean Broadcasting Institute • Promotion of support programs for independent productions 放送 • Development of and investment in commercial networks connecting online and • offline businesses 电子

  12. Ⅱ. 娱乐教育服务的开发及商业模式

  13. Ⅱ. 娱乐教育服务的开发及商务模式 娱乐教育服务的概念及出现背景 An educational system that maximizes participation of learners and then eventual benefits of education by seasoning to learning materials and process with entertaining factors (games) and maintains two-way Communications between learners and teachers. 娱乐教育服务的概念 • 市场Paradigm的变化 • 因Digital Mobility的转换 • - Analogue Digital • - 有线Media有线网络 手机 娱乐教育服务的概念的出现背景

  14. Ⅱ. 娱乐教育服务的开发及商务模式 娱乐教育服务的必要性及功效性 娱乐教育的必要性 • Required that learning materials be reprocessed as quickly as possible to catch up • with dramatic changes in the ‘information society’. • Required that other add-on factors be applied following change in the object of education • to visual and game generations. • Requirement for combination of vertical and horizontal educational system. 娱乐教育的功效 • Systematic establishment of education information database. • Overcoming educational obstacles related to time and space. • Real-time feedback of current academic achievements

  15. 对教育游戏的开发期望的调查结果表明作为学生家长的30岁以上及女性层的需求较高对教育游戏的开发期望的调查结果表明作为学生家长的30岁以上及女性层的需求较高 • 这表明了子女教育的娱乐教育需求。 Ⅱ. 娱乐教育服务的开发及商务模式 产业市场需求调查 男女分别对娱教游戏开发的期望值 各年龄层对娱教游戏开发的期望值 23.7% 22.4% 18.9% 11.0% 10.8% 7.2% 7.1% 6.0% 男性女性 9-14 15-19 20-24 25-29 30-34 35-39

  16. Ⅱ. 娱乐教育服务的开发及商务模式 教育内容 开发及领域 学校教育 An efficient combination of learning courses with games. 企业教育 • Teach employees how to make right decisions under various • circumstances. • Training of outsiders(customers,contractors)/training of customer • service and company policies • Security activities/budget of a municipal corporation • Education of consulting skills/Training of customer service and • vocational ability/development of public policies • Training of sales personnel/job skills/games of teamwork training 教育内容 特定领域 (模拟) • Experiences and knowledge in special areas • Understanding various phenomena in everyday lives • Elementary & Middle, High Student- Asthma management game • Diabetes management game • Smoking prevention • Firefighting game • Adults • Airliner operation • Judiciary system • Courtroom Simulation • University management • Management of home & shop • Kids • Intelligence • development • games

  17. Ⅱ. 娱乐教育服务的开发及商务模式 娱乐教育服务模式的类型

  18. Ⅱ. 娱乐教育服务的开发及商务模式 成功商务模式分析 Market share & growth rate 教育内容 Infants, primary&second schoolers, Univ. Students, adults 终身教育Portal Categories Share Total market share : 40% 学习内容服务 嫁接娱乐因素 教育内容 Growth rate Up 7.9% this year • Optimal educational circumstances and • learning effects through connection • of On/offline learning system. 扩大利用人群(家属) 构筑教育电子购物商场 • Game developer • + • Education service provider • for production of games • 根据内容可制造许多种商业模式 例) 学习, 品德, 智力开发, 语言等等

  19. Ⅲ.娱乐教育产业的前景

  20. Ⅲ.娱乐教育产业的前景 追求方向 • 娱乐教育产业的开发趋势应成为纵向、横向、多角度的文化产业融合 • 企业的发展方向应是消费者需求及内容开发的最大化 追求方向 企业 • Equal opportunity of educations • Effective training of HR • Development of specialized • contents • Creative imagination+contents • + • Graphic, engineering • + • Educational ideas • = on&offline products • Common benefit, efficiency and sustainability 公共机关 • Reduction in private education expenditures through improved system • Values and creative services 娱乐教育 产业 • Equal opportunity of education • Effective training of HRs • Settlement of systematic education 教育机关 • Reduction of private education based on diversified education • Improvement in household economy 家庭

  21. Ⅲ.娱乐教育产业的前景 提高竞争力的战略 产业环境的变化 强化战略 主要趋势 • Sophistication of service actions • Implementation of customer • relationship management Online, Digitization Intensified competition in world market Trends of growing bigger and complex • Enlargement of business scale by collaboration • and M & A • Enhancement of international competitiveness • by securing independent profit bases Globalization Integration of contents on&off-lines Integration among genres and sectors • Reinforcement of outsourcing of digital contents • Creation of collaboration networks among experts Integration Increase in importance of cyber space Increase in demand for customized service

  22. Ⅲ.娱乐教育产业的前景 今后的课题及建议 • 针对多种对象开发娱乐教育内容 • 追求下部内容领域的统一 • 中韩两国有着相近的文化构造、很高的教育热风、数字化的加速等很多的共 • 同点,需要持续交流的教育信息化及高度化 领域 内容开发方向 • Intelligence development of infants and learning materials • New technology and tools for enhancement of vocational ability • Supplementary learning materials 教育用软件 企业教育 • Development of human resources and management tools • Tools for humanity education and self-realization • Adoption of amusing educational means based on normal textbooks • Improvement of the quality of students and provision of new experiences 学校教育 出版 • Publishing books supplemented with add-on software including CD-ROM

  23. 谢谢!

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